• Title/Summary/Keyword: Game Education

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Factors Influencing Internet Addiction among Adolescents in an Area (일부 지역 청소년의 인터넷 중독에 영향을 미치는 요인)

  • Shin, Seung-Bae;Lee, Ju-Yul;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.12 no.1
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    • pp.45-58
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    • 2011
  • Objectives: The purpose of this study is to analyze the fators affecting Internet addiction among adolescents in an area. Methods: By using cluster sampling, 2,479 participants representing 22 elementary school, 11 middle school, 7 high school students in a county of the Chungcheongnam-do. Data was analyzed by SPSS 12.0. using t-test, F-test, chi-square test, Pearson correlation coefficient and multiple regression. Results: Internet addiction positively correlated with high school students(dummy variable), Internet-connected computers in PC Game Room(dummy variable), Internet using time(weekday) and Internet using time(weekend). Internet addiction negatively correlated with Internet-connected computers in school(dummy variable), Internet-connected computers in friend's house(dummy variable). For the male students, Significant factors affecting Internet addiction were eating habits, Internet-connected computers in friend's house, Internet using time(weekend). For the female students, Internet using time(weekday) and Internet using time(weekend) were significant. For the elementary school students, Significant factors affecting Internet addiction were Internet using tine(weekday) and Internet using time(weekend). In the case of the middle school students, Internet using tine(weekday), Internet using time(weekend) and eating habits were significant. but, the high school students, Internet using time(weekend) was significant. Conclusions: Students who spend more time in the internet have higher tendency to become addicted to the internet. Therefore, it would be necessary to develop program to prevent internet addiction.

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A Study on the Search for Equestrian Aesthetics from the Below

  • Han, Do Ryung
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.101-107
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    • 2017
  • In this paper, We propose the aesthetic exploration of horseback riding is considered to be the process of pursuing physical, mental, emotional, and social beauty. Despite the search effect of aesthetics in various aspects, the study of equestrian aesthetics in the field of physical education in Korea is very insufficient. Equestrian aesthetics is being studied in the field of special physical education and is being studied in the fields of rehabilitation and therapeutic horseback riding. Horse riding is a type of exercise. However, studies that track and observe various changes are inadequate. The purpose of this study is to explore the theory of equestrian aesthetics and to explore the possibility of approaching aesthetic theory from the top of horseback riding and to extend the area of equestrian game aesthetically. Until now, horse riding has been thought to be an aristocratic sport. Today, however, everyone can participate. Horseback riding is a sport for raising livelihoods, and it is a special sport that animals and humans enjoy in harmony. Equestrianism is a method of aesthetics from below, a philosophical method of aesthetics from the top, and a scientific method of empirical or positivistic direction. This study examines equestrian aesthetics from aesthetic point of view through the whole process of horse riding. The purpose of this study is to explore the aesthetics of horse riding through an aesthetic approach from the top, and to study the nature of aesthetics, a philosophical debate on beauty, Art can be divided into two categories: empiricism and positivism. For the sake of simplicity, the former is called the philosophical method, the latter is called the scientific method, and the latter is called the aesthetic from the bottom. Generally, in art, artistic, artistic works, perfumers, if you are grasped in the triangular shape, equestrian aesthetics can be described as triplets such as horse riding, passengers, and spectators. It was not easy to give satisfactory results in suggesting a new theory or a clear discussion due to lack of precedent research.

The measures for nursing the foundational math skills of the lower grade elementary school children (초등학교 저학년 아동을 위한 기초적 수학 능력의 신장 방안)

  • 이순주
    • Education of Primary School Mathematics
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    • v.6 no.2
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    • pp.75-84
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    • 2002
  • After entering an elementary school, in fact, a number of children regard mathematics as one of very difficult subjects because of its abstractiveness. This is caused by the fact that their basic thinking power is not yet formed or they can not understand the special quality of mathematics. So this article emphasizes the need to build up the higher logical thought and a basic mathematical concept at the lower grade elementary school stage in which the loaming activity on mathematics begins in earnest, that is, at the stage before having an experience on the calculating activity using numbers. But at present the lower grade elementary school students in our country do not understand the special quality of mathematics composed of a various symbolic system and lay stress upon mathematics learning attached to the calculative activity. In order to make the right mathematical concept of the lower grade elementary school, the basic knowledge and ability as follows is sure to be formed. 1) the foundational logical manipulation activity and knowledge 2) the using ability of the sign and symbolic system At the stage on which mathematics learning activity begins, it is a very important task to make the right concept of the abstractive math and nurse the capability for finding mathematical relations covered under the sign system through the continuos loaming activity on . Through the basic logical manipulation activity and the game activity of sign for lower grade elementary school students mentioned in this article, they can not only foster the higher level logical thinking power and the foundational calculative ability but also bring up the interest on the activity of establishing a new problem solving strategy.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

The Education Methodology for the Production of Stereoscopic 3D Image Contents -Focusing on University Education (3D 입체영상 콘텐츠 제작 교육 방법론 -대학교육을 중심으로)

  • Park, SungDae;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2045-2053
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    • 2016
  • Many research institutes have studied 3D stereoscopic images since the release of 3D stereoscopic film 'Avatar' in 2009. Universities have conducted research on and studied 3D stereoscopic image in various ways, and even university curriculums have adopted 3D stereoscopic image production courses. However, universities face many difficulties in purchasing expensive equipment including cameras and rigs for 3D stereoscopic image contents production training. This paper addresses the 3D stereoscopic image content production curriculum using software in university. A practical training course was carried out based on the theoretical contents and theories that must be dealt with in 3D stereoscopic image contents production curriculum. As a result, students could understand the principles of 3D stereoscopic image production and produce various 3D stereoscopic images using various software applications. In this parer, proper instructional methods for 3D stereoscopic image contents production in university are discussed through this production course.

A Survey Research on the Economic Ethics and Information Literacy (정보소양과 경제윤리의 실태와 경제교육 과제)

  • Cho, Byung-Cheul;Nam, Sang-Seob
    • The Journal of Information Technology
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    • v.8 no.3
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    • pp.117-129
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    • 2005
  • The topic of this study is a survey research about the economic recognition related to economic ethics and information literacy of students(6,779) extend from elementary school to university. First, for the ability to use computers, it is recognizing that 49.6% of students are normal, 38.6% are superior, and 12.8% are inferior. In part of class, it tends to recognize that it is the superior as the level of school is the lower excepting middle school students. Second, we can find great difference between male students and female students related to purpose of using internet, 79.8% of male students are using computer to play game or entertainment(1), search data or knowledge(2), chatting or massenger(3), 70.1% of female students are using internet to search data or knowledge(1), chatting or massenger(2) and meeting of similar taste. Third, it shows a tendency that the economic activity using internet or cell-phone increases faster as the level of schools is higher. In detail, they primarily use buying or settlement of products(63%), purchasing internet service(20.9%). Fourth, for using illegal CD, not only they didn't feel guilty in all levels of schools, excepting university students, it is showed that the trust of intellectual poverty right is weaker as the level of schools is higher. So, it is becoming serious problems. It seems a task which should be supplemented through economic education of schools in the future.

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Reproduction based Multi-Contents Distribution Platform

  • Lee, Byung-Duck;Lee, Keun-Ho;Han, Seong-Soo;Jeong, Chang-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.2
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    • pp.695-712
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    • 2021
  • As the use of smart devices is being increased rapidly by the development of internet and IT technology, the contents production and utilization rate are showing higher increase, too. In addition, the type of contents also shows very diverse forms such as education, game, video, UCC, etc. In the meantime, the contents are reproduced in diverse forms by reprocessing the original contents, and they are being serviced through the contents service platform. Therefore, the platform to make the contents reprocessing easy and fast is needed. As the diverse contents distribution channels such as YouTube, SNS, App Service, etc, easier contents distribution platform is needed, and the development of the relevant area is expected. In addition, as the selective consumption of the contents having easy accessibility through diverse smart devices is distinguished, the demand for the platform and service that can identify the contents consumption propensity by individual is being increased. Therefore, in this study, to vitalize the online contents distribution, the contents reproduction and publishing platform, was designed and materialized, which can reproduce and distribute the contents based on the real-time contents editing technology in URL unit and the consumer propensity analysis technology using the data management-based broadcasting contents distribution metadata technology and the edited image contents streaming technology. In addition, in the results of comparing with other platforms through the experiment, the performance superiority of the suggested platform was verified. If the suggested platform is applied to the areas of education, broadcasting, press, etc, the multi-media contents can be reproduced and distributed easily, through which the vitalization of contents-related industry is expected.

A pedagogical discussion based on the historical analysis of the the development of the prime concept (소수(prime) 개념 발전의 역사 분석에 따른 교수학적 논의)

  • Kang, Jeong Gi
    • Communications of Mathematical Education
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    • v.33 no.3
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    • pp.255-273
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    • 2019
  • In order to help students to understand the essence of prime concepts, this study looked at the history of prime concept development and analyzed how to introduce the concept of textbooks. In ancient Greece, primes were multiplicative atoms. At that time, the unit was not a number, but the development of decimal representations led to the integration of the unit into the number, which raised the issue of primality of 1. Based on the uniqueness of factorization into prime factor, 1 was excluded from the prime, and after that, the concept of prime of the atomic context and the irreducible concept of the divisor context are established. The history of the development of prime concepts clearly reveals that the fact that prime is the multiplicative atom is the essence of the concept. As a result of analyzing the textbooks, the textbook has problems of not introducing the concept essence by introducing the concept of prime into a shaped perspectives or using game, and the problem that the transition to analytic concept definition is radical after the introduction of the concept. Based on the results of the analysis, we have provided several pedagogical implications for helping to focus on a conceptual aspect of prime number.

A Subjective Study on Sport Ideologies (스포츠사상에 대한 주관성 연구)

  • Yu, Young-Seol
    • Journal of the Korea Convergence Society
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    • v.10 no.6
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    • pp.259-268
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    • 2019
  • The purpose of this study was to explore physical education majors' subjective perception on sports ideologies using Q-methodology. This study found four types of subjective perception on sports thoughts. Type I is named 'the type of fair victory and defeat.' The subjects of type I emphasize the items of victory and defeat, fair judgement, a drama without a scrip, etc. Type II is named 'the type of sport philosophy.' The subjects of type II emphasize the items of sport philosophy, theory of one of mind & body, great spirit, hwarangdo spirit, sport logic, self-improving, etc. Type III is named 'the type of communication & social activity.' The subjects of type III emphasize the place for communication, social activity, consideration, improvement of the quality of life, etc. Type III is named 'the type of communication & social activity.' The subjects of type IV emphasize welfare, security for the aged, leisure, entertainment(game), healthy, etc.

Proposal of Edutainment Content for Type 1 Diabetes Childhood Patient (제1형 당뇨 환아를 위한 에듀테인먼트 콘텐츠 제안)

  • Kim, Yu-jin;Kim, Sang-a;Yun, Hee-rim;Lee, Jin-young;Jeon, Hye-bin;Park, Su-e
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.1
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    • pp.77-83
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    • 2019
  • With the recent development of medical technology, the diagnosis rate of type 1 diabetes is increasing and patients are increasing. However, diabetes education content is not aligned with the interest level of children. As a result of the interviews with experts, It was found that the measures of coping with the change of blood sugar and the behavior therapy require steady and repetitive learning. Therefore, this study proposes Edutainment content which can be repeatedly Learned by 10~11year old children. For effective learning, the contents of the laboratory practice were constructed and the hybrid method was used for the repetitive learning. Usability test showed that this configuration is effective. This study is expected to contribute to the study of diabetic education content that is suitable for the children's level of understanding which will be developed easily in the future.